v2 / examples / sokol / 04_multi_shader_glsl / rt_glsl_puppy.glsl
570 lines · 479 sloc · 16.64 KB · 3c68e78f32d95e0552f6fa496ed245c1304731d5
Raw
1//------------------------------------------------------------------------------
2// Shader code for texcube-sapp sample.
3//
4// NOTE: This source file also uses the '#pragma sokol' form of the
5// custom tags.
6//------------------------------------------------------------------------------
7//#pragma sokol @ctype mat4 hmm_mat4
8
9#pragma sokol @vs vs_p
10uniform vs_params_p {
11 mat4 mvp;
12};
13
14in vec4 pos;
15in vec4 color0;
16in vec2 texcoord0;
17
18out vec4 color;
19out vec2 uv;
20
21void main() {
22 gl_Position = mvp * pos;
23 color = color0;
24 uv = texcoord0;
25}
26#pragma sokol @end
27
28#pragma sokol @fs fs_p
29uniform texture2D tex;
30uniform sampler smp;
31
32uniform fs_params_p {
33 vec2 iResolution;
34 vec2 iMouse;
35 float iTime;
36 float iFrame;
37};
38
39in vec4 color;
40in vec2 uv;
41out vec4 frag_color;
42
43// change to 0 to 4 to increment the AntiAliasing,
44// increase AA will SLOW the rendering!!
45#define AA 1
46
47//*********************************************************
48// Ray Marching
49// original code from: https://www.shadertoy.com/view/Xds3zN
50//*********************************************************
51// Created by inigo quilez - iq/2019
52// I share this piece (art and code) here in Shadertoy and through its Public API, only for educational purposes.
53// You cannot use, share or host this piece or modifications of it as part of your own commercial or non-commercial product, website or project.
54// You can share a link to it or an unmodified screenshot of it provided you attribute "by Inigo Quilez, @iquilezles and iquilezles.org".
55// If you are a teacher, lecturer, educator or similar and these conditions are too restrictive for your needs, please contact me and we'll work it out.
56
57
58// An animation test - a happy and blobby creature
59// jumping and looking around. It gets off-model very
60// often, but it looks good enough I think.
61//
62// Making-of with math/shader/art explanations (6 hours
63// long): https://www.youtube.com/watch?v=Cfe5UQ-1L9Q
64//
65// Video capture: https://www.youtube.com/watch?v=s_UOFo2IULQ
66//
67// Buy a metal print here: https://www.redbubble.com/i/metal-print/Happy-Jumping-by-InigoQuilez/43594745.0JXQP
68
69//------------------------------------------------------------------
70
71
72// http://iquilezles.org/www/articles/smin/smin.htm
73float smin( float a, float b, float k )
74{
75 float h = max(k-abs(a-b),0.0);
76 return min(a, b) - h*h*0.25/k;
77}
78
79// http://iquilezles.org/www/articles/smin/smin.htm
80vec2 smin( vec2 a, vec2 b, float k )
81{
82 float h = clamp( 0.5+0.5*(b.x-a.x)/k, 0.0, 1.0 );
83 return mix( b, a, h ) - k*h*(1.0-h);
84}
85
86// http://iquilezles.org/www/articles/smin/smin.htm
87float smax( float a, float b, float k )
88{
89 float h = max(k-abs(a-b),0.0);
90 return max(a, b) + h*h*0.25/k;
91}
92
93// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
94float sdSphere( vec3 p, float s )
95{
96 return length(p)-s;
97}
98
99// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
100float sdEllipsoid( in vec3 p, in vec3 r ) // approximated
101{
102 float k0 = length(p/r);
103 float k1 = length(p/(r*r));
104 return k0*(k0-1.0)/k1;
105}
106
107vec2 sdStick(vec3 p, vec3 a, vec3 b, float r1, float r2) // approximated
108{
109 vec3 pa = p-a, ba = b-a;
110 float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
111 return vec2( length( pa - ba*h ) - mix(r1,r2,h*h*(3.0-2.0*h)), h );
112}
113
114// http://iquilezles.org/www/articles/smin/smin.htm
115vec4 opU( vec4 d1, vec4 d2 )
116{
117 return (d1.x<d2.x) ? d1 : d2;
118}
119
120//------------------------------------------------------------------
121
122#define ZERO (min(int(iFrame),0))
123
124//------------------------------------------------------------------
125
126float href;
127float hsha;
128
129vec4 map( in vec3 pos, float atime )
130{
131 hsha = 1.0;
132
133 float t1 = fract(atime);
134 float t4 = abs(fract(atime*0.5)-0.5)/0.5;
135
136 float p = 4.0*t1*(1.0-t1);
137 float pp = 4.0*(1.0-2.0*t1); // derivative of p
138
139 vec3 cen = vec3( 0.5*(-1.0 + 2.0*t4),
140 pow(p,2.0-p) + 0.1,
141 floor(atime) + pow(t1,0.7) -1.0 );
142
143 // body
144 vec2 uu = normalize(vec2( 1.0, -pp ));
145 vec2 vv = vec2(-uu.y, uu.x);
146
147 float sy = 0.5 + 0.5*p;
148 float compress = 1.0-smoothstep(0.0,0.4,p);
149 sy = sy*(1.0-compress) + compress;
150 float sz = 1.0/sy;
151
152 vec3 q = pos - cen;
153 float rot = -0.25*(-1.0 + 2.0*t4);
154 float rc = cos(rot);
155 float rs = sin(rot);
156 q.xy = mat2x2(rc,rs,-rs,rc)*q.xy;
157 vec3 r = q;
158 href = q.y;
159 q.yz = vec2( dot(uu,q.yz), dot(vv,q.yz) );
160
161 vec4 res = vec4( sdEllipsoid( q, vec3(0.25, 0.25*sy, 0.25*sz) ), 2.0, 0.0, 1.0 );
162
163 if( res.x-1.0 < pos.y ) // bounding volume
164 {
165 float t2 = fract(atime+0.8);
166 float p2 = 0.5-0.5*cos(6.2831*t2);
167 r.z += 0.05-0.2*p2;
168 r.y += 0.2*sy-0.2;
169 vec3 sq = vec3( abs(r.x), r.yz );
170
171 // head
172 vec3 h = r;
173 float hr = sin(0.791*atime);
174 hr = 0.7*sign(hr)*smoothstep(0.5,0.7,abs(hr));
175 h.xz = mat2x2(cos(hr),sin(hr),-sin(hr),cos(hr))*h.xz;
176 vec3 hq = vec3( abs(h.x), h.yz );
177 float d = sdEllipsoid( h-vec3(0.0,0.20,0.02), vec3(0.08,0.2,0.15) );
178 float d2 = sdEllipsoid( h-vec3(0.0,0.21,-0.1), vec3(0.20,0.2,0.20) );
179 d = smin( d, d2, 0.1 );
180 res.x = smin( res.x, d, 0.1 );
181
182 // belly wrinkles
183 {
184 float yy = r.y-0.02-2.5*r.x*r.x;
185 res.x += 0.001*sin(yy*120.0)*(1.0-smoothstep(0.0,0.1,abs(yy)));
186 }
187
188 // arms
189 {
190 vec2 arms = sdStick( sq, vec3(0.18-0.06*hr*sign(r.x),0.2,-0.05), vec3(0.3+0.1*p2,-0.2+0.3*p2,-0.15), 0.03, 0.06 );
191 res.xz = smin( res.xz, arms, 0.01+0.04*(1.0-arms.y)*(1.0-arms.y)*(1.0-arms.y) );
192 }
193
194 // ears
195 {
196 float t3 = fract(atime+0.9);
197 float p3 = 4.0*t3*(1.0-t3);
198 vec2 ear = sdStick( hq, vec3(0.15,0.32,-0.05), vec3(0.2+0.05*p3,0.2+0.2*p3,-0.07), 0.01, 0.04 );
199 res.xz = smin( res.xz, ear, 0.01 );
200 }
201
202 // mouth
203 {
204 d = sdEllipsoid( h-vec3(0.0,0.15+4.0*hq.x*hq.x,0.15), vec3(0.1,0.04,0.2) );
205 res.w = 0.3+0.7*clamp( d*150.0,0.0,1.0);
206 res.x = smax( res.x, -d, 0.03 );
207 }
208
209 // legs
210 {
211 float t6 = cos(6.2831*(atime*0.5+0.25));
212 float ccc = cos(1.57*t6*sign(r.x));
213 float sss = sin(1.57*t6*sign(r.x));
214 vec3 base = vec3(0.12,-0.07,-0.1); base.y -= 0.1/sy;
215 vec2 legs = sdStick( sq, base, base + vec3(0.2,-ccc,sss)*0.2, 0.04, 0.07 );
216 res.xz = smin( res.xz, legs, 0.07 );
217 }
218
219 // eye
220 {
221 float blink = pow(0.5+0.5*sin(2.1*iTime),20.0);
222 float eyeball = sdSphere(hq-vec3(0.08,0.27,0.06),0.065+0.02*blink);
223 res.x = smin( res.x, eyeball, 0.03 );
224
225 vec3 cq = hq-vec3(0.1,0.34,0.08);
226 cq.xy = mat2x2(0.8,0.6,-0.6,0.8)*cq.xy;
227 d = sdEllipsoid( cq, vec3(0.06,0.03,0.03) );
228 res.x = smin( res.x, d, 0.03 );
229
230 float eo = 1.0-0.5*smoothstep(0.01,0.04,length((hq.xy-vec2(0.095,0.285))*vec2(1.0,1.1)));
231 res = opU( res, vec4(sdSphere(hq-vec3(0.08,0.28,0.08),0.060),3.0,0.0,eo));
232 res = opU( res, vec4(sdSphere(hq-vec3(0.075,0.28,0.102),0.0395),4.0,0.0,1.0));
233 }
234 }
235
236 // ground
237 float fh = -0.1 - 0.05*(sin(pos.x*2.0)+sin(pos.z*2.0));
238 float t5f = fract(atime+0.05);
239 float t5i = floor(atime+0.05);
240 float bt4 = abs(fract(t5i*0.5)-0.5)/0.5;
241 vec2 bcen = vec2( 0.5*(-1.0+2.0*bt4),t5i+pow(t5f,0.7)-1.0 );
242
243 float k = length(pos.xz-bcen);
244 float tt = t5f*15.0-6.2831 - k*3.0;
245 fh -= 0.1*exp(-k*k)*sin(tt)*exp(-max(tt,0.0)/2.0)*smoothstep(0.0,0.01,t5f);
246 float d = pos.y - fh;
247
248 // bubbles
249 {
250 vec3 vp = vec3( mod(abs(pos.x),3.0)-1.5,pos.y,mod(pos.z+1.5,3.0)-1.5);
251 vec2 id = vec2( floor(pos.x/3.0), floor((pos.z+1.5)/3.0) );
252 float fid = id.x*11.1 + id.y*31.7;
253 float fy = fract(fid*1.312+atime*0.1);
254 float y = -1.0+4.0*fy;
255 vec3 rad = vec3(0.7,1.0+0.5*sin(fid),0.7);
256 rad -= 0.1*(sin(pos.x*3.0)+sin(pos.y*4.0)+sin(pos.z*5.0));
257 float siz = 4.0*fy*(1.0-fy);
258 float d2 = sdEllipsoid( vp-vec3(0.5,y,0.0), siz*rad );
259
260 d2 -= 0.03*smoothstep(-1.0,1.0,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z));
261 d2 *= 0.6;
262 d2 = min(d2,2.0);
263 d = smin( d, d2, 0.32 );
264 if( d<res.x ) { res = vec4(d,1.0,0.0,1.0); hsha=sqrt(siz); }
265 }
266
267 // candy
268 {
269 float fs = 5.0;
270 vec3 qos = fs*vec3(pos.x, pos.y-fh, pos.z );
271 vec2 id = vec2( floor(qos.x+0.5), floor(qos.z+0.5) );
272 vec3 vp = vec3( fract(qos.x+0.5)-0.5,qos.y,fract(qos.z+0.5)-0.5);
273 vp.xz += 0.1*cos( id.x*130.143 + id.y*120.372 + vec2(0.0,2.0) );
274 float den = sin(id.x*0.1+sin(id.y*0.091))+sin(id.y*0.1);
275 float fid = id.x*0.143 + id.y*0.372;
276 float ra = smoothstep(0.0,0.1,den*0.1+fract(fid)-0.95);
277 d = sdSphere( vp, 0.35*ra )/fs;
278 if( d<res.x ) res = vec4(d,5.0,qos.y,1.0);
279 }
280
281 return res;
282}
283
284vec4 raycast( in vec3 ro, in vec3 rd, float time )
285{
286 vec4 res = vec4(-1.0,-1.0,0.0,1.0);
287
288 float tmin = 0.5;
289 float tmax = 20.0;
290
291 #if 1
292 // raytrace bounding plane
293 float tp = (3.5-ro.y)/rd.y;
294 if( tp>0.0 ) tmax = min( tmax, tp );
295 #endif
296
297 // raymarch scene
298 float t = tmin;
299 for( int i=0; i<256 && t<tmax; i++ )
300 {
301 vec4 h = map( ro+rd*t, time );
302 if( abs(h.x)<(0.0005*t) )
303 {
304 res = vec4(t,h.yzw);
305 break;
306 }
307 t += h.x;
308 }
309
310 return res;
311}
312
313// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
314float calcSoftshadow( in vec3 ro, in vec3 rd, float time )
315{
316 float res = 1.0;
317
318 float tmax = 12.0;
319 #if 1
320 float tp = (3.5-ro.y)/rd.y; // raytrace bounding plane
321 if( tp>0.0 ) tmax = min( tmax, tp );
322 #endif
323
324 float t = 0.02;
325 for( int i=0; i<50; i++ )
326 {
327 float h = map( ro + rd*t, time ).x;
328 res = min( res, mix(1.0,16.0*h/t, hsha) );
329 t += clamp( h, 0.05, 0.40 );
330 if( res<0.005 || t>tmax ) break;
331 }
332 return clamp( res, 0.0, 1.0 );
333}
334
335// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
336vec3 calcNormal( in vec3 pos, float time )
337{
338
339#if 0
340 vec2 e = vec2(1.0,-1.0)*0.5773*0.001;
341 return normalize( e.xyy*map( pos + e.xyy, time ).x +
342 e.yyx*map( pos + e.yyx, time ).x +
343 e.yxy*map( pos + e.yxy, time ).x +
344 e.xxx*map( pos + e.xxx, time ).x );
345#else
346 // inspired by tdhooper and klems - a way to prevent the compiler from inlining map() 4 times
347 vec3 n = vec3(0.0);
348 for( int i=ZERO; i<4; i++ )
349 {
350 vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0);
351 n += e*map(pos+0.001*e,time).x;
352 }
353 return normalize(n);
354#endif
355}
356
357float calcOcclusion( in vec3 pos, in vec3 nor, float time )
358{
359 float occ = 0.0;
360 float sca = 1.0;
361 for( int i=ZERO; i<5; i++ )
362 {
363 float h = 0.01 + 0.11*float(i)/4.0;
364 vec3 opos = pos + h*nor;
365 float d = map( opos, time ).x;
366 occ += (h-d)*sca;
367 sca *= 0.95;
368 }
369 return clamp( 1.0 - 2.0*occ, 0.0, 1.0 );
370}
371
372vec3 render( in vec3 ro, in vec3 rd, float time )
373{
374 // sky dome
375 vec3 col = vec3(0.5, 0.8, 0.9) - max(rd.y,0.0)*0.5;
376 // sky clouds
377 vec2 uv = 1.5*rd.xz/rd.y;
378 float cl = 1.0*(sin(uv.x)+sin(uv.y)); uv *= mat2(0.8,0.6,-0.6,0.8)*2.1;
379 cl += 0.5*(sin(uv.x)+sin(uv.y));
380 col += 0.1*(-1.0+2.0*smoothstep(-0.1,0.1,cl-0.4));
381 // sky horizon
382 col = mix( col, vec3(0.5, 0.7, .9), exp(-10.0*max(rd.y,0.0)) );
383
384
385 // scene geometry
386 vec4 res = raycast(ro,rd, time);
387 if( res.y>-0.5 )
388 {
389 float t = res.x;
390 vec3 pos = ro + t*rd;
391 vec3 nor = calcNormal( pos, time );
392 vec3 ref = reflect( rd, nor );
393 float focc = res.w;
394
395 // material
396 col = vec3(0.2);
397 float ks = 1.0;
398
399 if( res.y>4.5 ) // candy
400 {
401 col = vec3(0.14,0.048,0.0);
402 vec2 id = floor(5.0*pos.xz+0.5);
403 col += 0.036*cos((id.x*11.1+id.y*37.341) + vec3(0.0,1.0,2.0) );
404 col = max(col,0.0);
405 focc = clamp(4.0*res.z,0.0,1.0);
406 }
407 else if( res.y>3.5 ) // eyeball
408 {
409 col = vec3(0.0);
410 }
411 else if( res.y>2.5 ) // iris
412 {
413 col = vec3(0.4);
414 }
415 else if( res.y>1.5 ) // body
416 {
417 col = mix(vec3(0.144,0.09,0.0036),vec3(0.36,0.1,0.04),res.z*res.z);
418 col = mix(col,vec3(0.14,0.09,0.06)*2.0, (1.0-res.z)*smoothstep(-0.15, 0.15, -href));
419 }
420 else // terrain
421 {
422 // base green
423 col = vec3(0.05,0.09,0.02);
424 float f = 0.2*(-1.0+2.0*smoothstep(-0.2,0.2,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z)));
425 col += f*vec3(0.06,0.06,0.02);
426 ks = 0.5 + pos.y*0.15;
427
428 // footprints
429 vec2 mp = vec2(pos.x-0.5*(mod(floor(pos.z+0.5),2.0)*2.0-1.0), fract(pos.z+0.5)-0.5 );
430 float mark = 1.0-smoothstep(0.1, 0.5, length(mp));
431 mark *= smoothstep(0.0, 0.1, floor(time) - floor(pos.z+0.5) );
432 col *= mix( vec3(1.0), vec3(0.5,0.5,0.4), mark );
433 ks *= 1.0-0.5*mark;
434 }
435
436 // lighting (sun, sky, bounce, back, sss)
437 float occ = calcOcclusion( pos, nor, time )*focc;
438 float fre = clamp(1.0+dot(nor,rd),0.0,1.0);
439
440 vec3 sun_lig = normalize( vec3(0.6, 0.35, 0.5) );
441 float sun_dif = clamp(dot( nor, sun_lig ), 0.0, 1.0 );
442 vec3 sun_hal = normalize( sun_lig-rd );
443 float sun_sha = calcSoftshadow( pos, sun_lig, time );
444 float sun_spe = ks*pow(clamp(dot(nor,sun_hal),0.0,1.0),8.0)*sun_dif*(0.04+0.96*pow(clamp(1.0+dot(sun_hal,rd),0.0,1.0),5.0));
445 float sky_dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
446 float sky_spe = ks*smoothstep( 0.0, 0.5, ref.y )*(0.04+0.96*pow(fre,4.0));
447 float bou_dif = sqrt(clamp( 0.1-0.9*nor.y, 0.0, 1.0 ))*clamp(1.0-0.1*pos.y,0.0,1.0);
448 float bac_dif = clamp(0.1+0.9*dot( nor, normalize(vec3(-sun_lig.x,0.0,-sun_lig.z))), 0.0, 1.0 );
449 float sss_dif = fre*sky_dif*(0.25+0.75*sun_dif*sun_sha);
450
451 vec3 lin = vec3(0.0);
452 lin += sun_dif*vec3(8.10,6.00,4.20)*vec3(sun_sha,sun_sha*sun_sha*0.5+0.5*sun_sha,sun_sha*sun_sha);
453 lin += sky_dif*vec3(0.50,0.70,1.00)*occ;
454 lin += bou_dif*vec3(0.20,0.70,0.10)*occ;
455 lin += bac_dif*vec3(0.45,0.35,0.25)*occ;
456 lin += sss_dif*vec3(3.25,2.75,2.50)*occ;
457 col = col*lin;
458 col += sun_spe*vec3(9.90,8.10,6.30)*sun_sha;
459 col += sky_spe*vec3(0.20,0.30,0.65)*occ*occ;
460
461 col = pow(col,vec3(0.8,0.9,1.0) );
462
463 // fog
464 col = mix( col, vec3(0.5,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
465 }
466
467 return col;
468}
469
470mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
471{
472 vec3 cw = normalize(ta-ro);
473 vec3 cp = vec3(sin(cr), cos(cr),0.0);
474 vec3 cu = normalize( cross(cw,cp) );
475 vec3 cv = ( cross(cu,cw) );
476 return mat3( cu, cv, cw );
477}
478
479//void mainImage( out vec4 fragColor, in vec2 fragCoord )
480vec4 mainImage( vec2 fragCoord )
481{
482 vec3 tot = vec3(0.0);
483#if AA>1
484 for( int m=ZERO; m<AA; m++ )
485 for( int n=ZERO; n<AA; n++ )
486 {
487 // pixel coordinates
488 vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
489 vec2 p = (-iResolution.xy + 2.0*(fragCoord+o))/iResolution.y;
490 // time coordinate (motion blurred, shutter=0.5)
491 float d = 0.5+0.5*sin(fragCoord.x*147.0)*sin(fragCoord.y*131.0);
492 float time = iTime - 0.5*(1.0/24.0)*(float(m*AA+n)+d)/float(AA*AA);
493#else
494 vec2 p = (-iResolution.xy + 2.0*fragCoord)/iResolution.y;
495 float time = iTime;
496#endif
497 time += -2.6;
498 time *= 0.9;
499
500 // camera
501 float cl = sin(0.5*time);
502 float an = 1.57 + 0.7*sin(0.15*time);
503 vec3 ta = vec3( 0.0, 0.65, -0.6+time*1.0 - 0.4*cl);
504 vec3 ro = ta + vec3( 1.3*cos(an), -0.250, 1.3*sin(an) );
505 float ti = fract(time-0.15);
506 ti = 4.0*ti*(1.0-ti);
507 ta.y += 0.15*ti*ti*(3.0-2.0*ti)*smoothstep(0.4,0.9,cl);
508
509 // camera bounce
510 float t4 = abs(fract(time*0.5)-0.5)/0.5;
511 float bou = -1.0 + 2.0*t4;
512 ro += 0.06*sin(time*12.0+vec3(0.0,2.0,4.0))*smoothstep( 0.85, 1.0, abs(bou) );
513
514 // camera-to-world rotation
515 mat3 ca = setCamera( ro, ta, 0.0 );
516
517 // ray direction
518 vec3 rd = ca * normalize( vec3(p,1.8) );
519
520 // render
521 vec3 col = render( ro, rd, time );
522
523 // color grading
524 col = col*vec3(1.11,0.89,0.79);
525
526 // compress
527 col = 1.35*col/(1.0+col);
528
529 // gamma
530 col = pow( col, vec3(0.4545) );
531
532 tot += col;
533#if AA>1
534 }
535 tot /= float(AA*AA);
536#endif
537
538 // s-surve
539 tot = clamp(tot,0.0,1.0);
540 tot = tot*tot*(3.0-2.0*tot);
541
542 // vignetting
543 vec2 q = fragCoord/iResolution.xy;
544 tot *= 0.5 + 0.5*pow(16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.25);
545
546 // output
547 //fragColor = vec4( tot, 1.0 );
548 return vec4( tot, 1.0 );
549}
550
551//*********************************************************
552// END Ray Marching
553//*********************************************************
554
555void main() {
556 vec4 c = color;
557 vec4 txt = texture(sampler2D(tex, smp), uv);
558 c = txt * c;
559 vec2 uv1 = uv * iResolution;
560 vec4 col_ray = mainImage(uv1);
561
562 // use this to mix the chessboart texture with the ray marching
563 //frag_color = clamp(c*iMouse.y/512.0,0.0,1.0) * col_ray ;
564
565 frag_color = c*0.00001 + col_ray ;
566}
567
568#pragma sokol @end
569
570#pragma sokol @program rt_puppy vs_p fs_p
571